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Everything posted by RaiderMan
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parts list please? frustration level with getting this put up is...high.
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what booster is required to put a polyus into orbit? I have now spent two hours fighting with a modified proton k, and finally a proton k with SRB strap ons, and still cannot manage to manhandle this bloody thing up.
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previous to 1.6.1 I'd been a long time 1.3.1 user...update for mesh switching is my vote.
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[Most 1.12.x] Near Future Technologies (August 26)
RaiderMan replied to Nertea's topic in KSP1 Mod Releases
well, this explains why the 30 unit monoprop fuel tanks are marked as depreciated now.. -
try adjusting the decoupler force down to 10, or, just zero it out, use the dragon's rcs to pull clear of the second stage.
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[Most 1.12.x] Near Future Technologies (August 26)
RaiderMan replied to Nertea's topic in KSP1 Mod Releases
image/craft blocked. -
tried to load ghidorah heavy + rodan and its telling me it cant as its missing part rodan. am I perhaps loading an older craft file? and this is the second error it gave me.. falcon heavy error by XRaiderV1.7, on Flickr
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
RaiderMan replied to Paul Kingtiger's topic in KSP1 Mod Releases
this'll work for 1.6.1 yes?- 1,532 replies
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I used this mod to build a delta IV heavy you'll need to merge the contents of the mk III block II optional addon into the cormorant aeronology folder(contrary to every single other mod..but this is the way its done for this one), as you need the liquid rocket boosters from the block II to make it work.
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who built the energia stack with the tantares parts? ...I WANT!
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those mini boosters..the things I could do with them...
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[Most 1.12.x] Near Future Technologies (August 26)
RaiderMan replied to Nertea's topic in KSP1 Mod Releases
I used a tantares heatshield at one point, and the dragon heatshield with the fuel tankage from the kerbal reusability expansion mod...sstu's custom heatshield works pretty good as well. -
I would build a generic launcher no payload. I would build a generic Hermes and forget what the other two are no payloads just stock vehicles mounted on the launchers.That or rely on a random user to supply a craft file every time a new version is released.
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Why else do you think I stayed on 1.3.1 for the longest time? Cause it's a complete hassle to get an install built and stable with mods. Path of least resistance.
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I would love to fly these launchers XD
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
RaiderMan replied to ferram4's topic in KSP1 Mod Releases
the dependency listed isnt optional either..he sent me a link to the latest version...lemme grab it. https://github.com/net-lisias-ksp/KSPAPIExtensions/releases/tag/PRERELEASE%2F2.1.0.8 also, you'll need kjr itself https://forum.kerbalspaceprogram.com/index.php?/topic/50911-13-kerbal-joint-reinforcement-v333-72417/&page=98&tab=comments#comment-3513010 the link you need off this page is https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases/tag/RELEASE%2F3.4.0.4 you should have KSPAPIExtensions, 000_KSPe.DLL, and kerbal joint reenforcement in your game data folder. please copy/paste the folders themselves, not the contents of the folders. you SHOULD have something like this in your game data folder: https://gyazo.com/39e48cf6542b195f155bb942d1ce3545 please note. again, you need these 3 in your game data folder for KJR to work: KSPAPIExtensions, 000_KSPe.DLL, and kerbal joint reenforcement you should also have this in your PluginData folder https://gyazo.com/ce0e373efaf17bab2d38e3f7f32ce174 lisias was able to get a friend of mine, and myself up and running as a result.- 2,647 replies
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thanks on both messages, on the second, ended up using mercury redstone clamps arrainged in a 3x symmetry, solved my mystery clamp induced roll I was seeing with the saturn style hold down clamps.
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